Attack of the Phantom Karate Devils

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Attack of the Phantom Karate Devils // Image Gallery

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Post by Morgan // Feb 20, 2008, 6:14pm

Morgan
Total Posts: 138
pic
After a lot of distractions, I've finally managed to finish a scene. This image is based off an old C-64 computer game (you can look it up here) (http://www.lemon64.com/games/details.php?ID=3576) that isn't very good, but has a fun name.


I did this image as a learning project, so please feel free to offer technical critiques and advice. Advice on how to avoid the look of things just "dropping off" at the horizon, creating landscapes, clouds, backgrounds, etc., are particularly useful.


The trees and people figures were assembled in Daz|Studio and then ported over. Texturing for those objects is from D|S as well except for the phantom. All other objects created and mostly textured in tS; grass texture is from Paint Shop Pro.


I did learn at least a few important things. How to use the displacement brush, and why not to use material lighting. (I tried to render and five hours later, it had gotten as far as a quarter of inch down my screen. Yeesh.) I wound up using local lights around the phantom to simulate same effect, and I think it worked every bit as well. (Incidentally, does anybody have advice on how to properly match the color of a light to a texture's color? The light didn't have RGB values, and the "hue" value didn't seem to quite match up to what my graphics program gave me for the RGB values on the Phantom's texture. I wound up eye-balling it.)


Rendered model-side using Lightworks.

Post by kena // Feb 20, 2008, 6:54pm

kena
Total Posts: 2321
pic
I did this image as a learning project, so please feel free to offer technical critiques and advice. Advice on how to avoid the look of things just "dropping off" at the horizon, creating landscapes, clouds, backgrounds, etc., are particularly useful. Use a skydome or skybox to avoid the dropping off thing. they are easy to make, and plenty of free pictures to use on the web. Do a search on these forums for skydome and you will get lots of good links from threads.

The trees and people figures were assembled in Daz|Studio and then ported over. Texturing for those objects is from D|S as well except for the phantom. All other objects created and mostly textured in tS; grass texture is from Paint Shop Pro.good choices. All very good programs.

I did learn at least a few important things. How to use the displacement brush, and why not to use material lighting. (I tried to render and five hours later, it had gotten as far as a quarter of inch down my screen. Yeesh.) I wound up using local lights around the phantom to simulate same effect, and I think it worked every bit as well. (Incidentally, does anybody have advice on how to properly match the color of a light to a texture's color? The light didn't have RGB values, and the "hue" value didn't seem to quite match up to what my graphics program gave me for the RGB values on the Phantom's texture. I wound up eye-balling it.)

Rendered model-side using Lightworks.If you right-click on the light's color-picker, you can input numbers in the pop-up.

Hope that helps!
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